#include "TextureSampler.h"

using namespace Renderer;


float Renderer::TextureSampler::GetMaximumAnistropy() const
{
	return _maximumAnistropy;
}

Renderer::TextureWrap Renderer::TextureSampler::GetWrapT() const
{
	return _wrapT;
}

Renderer::TextureWrap Renderer::TextureSampler::GetWrapS() const
{
	return _wrapS;
}

Renderer::TextureMagnificationFilter Renderer::TextureSampler::GetMagnificationFilter() const
{
	return _magnificationFilter;
}

Renderer::TextureMinificationFilter Renderer::TextureSampler::GetMinificationFilter() const
{
	return _minificationFilter;
}

Renderer::TextureSampler::TextureSampler(TextureMinificationFilter minificationFilter, TextureMagnificationFilter magnificationFilter, TextureWrap wrapS, TextureWrap wrapT, float maximumAnistropy)
{
	_minificationFilter = minificationFilter;
	_magnificationFilter = magnificationFilter;
	_wrapS = wrapS;
	_wrapT = wrapT;

	_maximumAnistropy = maximumAnistropy;
}
